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Concerning Hunchback Loadouts


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#1 Timicon

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Posted 01 May 2015 - 02:58 PM

I have only been playing roughly 8-9 weeks now, and although I have already mastered the Centurion (cn9-d) somewhat (still need a little help in training to use the uac5 a bit), but I just recently bought a Hunchback 4J (I think it is) variant chassis and I was wondering if this loadout was any good for a first timer using a Hunchback (before I commit to buying 2 more variants so I can unlock them to master):

3x medium lasers
1x LRM 10 (artemis controlled)
1x LRM 15 (Artemis controlled)
1x Large laser
I have already upgraded it to endo steel and fero fibrous armous, so next I want to upgrade to double heat sinks, although I still need a tad more C-Bills for that upgrade.

My armour is pretty strong across all my torso and torsi, but more in the legs, so would it be a good idea to remove some armour from the legs to put it elsewhere or leave the loadout as it is?

Thanks in advance for any advice you all could give me.

#2 Levi Porphyrogenitus

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Posted 01 May 2015 - 03:07 PM

1 - Typically, do FF last, if at all. DHS should generally be your first upgrade, and ES if you have the crits and need the weight.

2 - Typically, max armor everywhere, then shave a point or two from relatively safe locations to get to an even half ton of weight. For Hunchbacks, 1 point from each leg should work, though FF throws the calculation off a bit IIRC. If you have an empty arm, shave from it instead.

3 - Artemis IV works only for direct fire, and generally a TAG does the job better while also allowing you to spot for allied LRM carriers.

Something like this might be what you should aim for going forward. The arm-mounted TAG gives you more responsive aim with the spotting laser, which uses the arm reticule (the same thing your LRMs aim from). Four MLs is a decent amount of punch, putting out as much damage per volley as an AC20. It has max armor on all locations except the empty shield arm (and arm that you can afford to lose, which you should twist toward enemies to take hits there between shots of your own).

#3 Nothing Whatsoever

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Posted 01 May 2015 - 03:09 PM

I would suggest something like this: http://mwo.smurfy-ne...c6b2509f86d6e48

#4 Timicon

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Posted 01 May 2015 - 03:42 PM

View PostLevi Porphyrogenitus, on 01 May 2015 - 03:07 PM, said:

1 - Typically, do FF last, if at all. DHS should generally be your first upgrade, and ES if you have the crits and need the weight.

2 - Typically, max armor everywhere, then shave a point or two from relatively safe locations to get to an even half ton of weight. For Hunchbacks, 1 point from each leg should work, though FF throws the calculation off a bit IIRC. If you have an empty arm, shave from it instead.

3 - Artemis IV works only for direct fire, and generally a TAG does the job better while also allowing you to spot for allied LRM carriers.

Something like this might be what you should aim for going forward. The arm-mounted TAG gives you more responsive aim with the spotting laser, which uses the arm reticule (the same thing your LRMs aim from). Four MLs is a decent amount of punch, putting out as much damage per volley as an AC20. It has max armor on all locations except the empty shield arm (and arm that you can afford to lose, which you should twist toward enemies to take hits there between shots of your own).


Thanks a lot, I will definitely give that loadout a try, but as for tag lasers, I do not like using them, despite the bonuses they give. I just find them too difficult (or, rather, more annoying) to have to keep them locked onto a target for them to be effective to allied (and own) missles.





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